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Post-processing broken with Metal?

Discussion in 'Universal Render Pipeline' started by JohnTomorrow, Feb 23, 2022.

  1. JohnTomorrow

    JohnTomorrow

    Joined:
    Apr 19, 2013
    Posts:
    135
    I'm not sure what happened but I cannot get anything to render correctly on Metal. With post processing enabled the image becomes super saturated. The saturation amount is not consistent it will fluctuate randomly at times. The same project works fine on a PC with DirectX.

    Things I've looked into:
    • It does not matter if I have a post processing volume active or not, the bug happens if I enable post processing through the URP options.
    • I've tried a clean import of the project and this did not help.
    • I've tried creating a new post processing data object in the URP asset and it did not help.
    Has anyone experience something like this? This project did work fine at one time on my Macbook.

    Edit: forgot to mention, this project is using Unity 2021.2.12f1
     
    Last edited: Feb 23, 2022
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,001
    I'm assuming this is on Metal on an iOS / iPadOS device, right?

    Do you have DisplayP3 enabled in your player settings -> Color Gamut? Try removing it.
     
  3. JohnTomorrow

    JohnTomorrow

    Joined:
    Apr 19, 2013
    Posts:
    135
    This is in editor, I have not tried on device. It will be a standalone app when built.
     
  4. JohnTomorrow

    JohnTomorrow

    Joined:
    Apr 19, 2013
    Posts:
    135
    I think your suggestion might have led me to the correct answer though. I had use display in HDR mode enabled which I forgot I about. Disabling this fixed the colors. Thanks!
     
    AcidArrow likes this.